// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW

#pragma once
#include "shaderlib/cshader.h"
class teeth_flashlight_ps20b_Static_Index
{
	unsigned int m_nCONVERT_TO_SRGB : 2;
	unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2;
#ifdef _DEBUG
	bool m_bFLASHLIGHTDEPTHFILTERMODE : 1;
#endif	// _DEBUG
public:
	void SetCONVERT_TO_SRGB( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nCONVERT_TO_SRGB = i;
	}

	void SetFLASHLIGHTDEPTHFILTERMODE( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
		m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif	// _DEBUG
	}

	teeth_flashlight_ps20b_Static_Index(  )
	{
		m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
		m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
		m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif	// _DEBUG
	}

	int GetIndex() const
	{
		Assert( m_bFLASHLIGHTDEPTHFILTERMODE );
		return ( 6 * m_nCONVERT_TO_SRGB ) + ( 12 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0;
	}
};

#define shaderStaticTest_teeth_flashlight_ps20b psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE


class teeth_flashlight_ps20b_Dynamic_Index
{
	unsigned int m_nPIXELFOGTYPE : 2;
	unsigned int m_nFLASHLIGHTSHADOWS : 2;
#ifdef _DEBUG
	bool m_bPIXELFOGTYPE : 1;
	bool m_bFLASHLIGHTSHADOWS : 1;
#endif	// _DEBUG
public:
	void SetPIXELFOGTYPE( int i )
	{
		Assert( i >= 0 && i <= 2 );
		m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = true;
#endif	// _DEBUG
	}

	void SetFLASHLIGHTSHADOWS( int i )
	{
		Assert( i >= 0 && i <= 1 );
		m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
		m_bFLASHLIGHTSHADOWS = true;
#endif	// _DEBUG
	}

	teeth_flashlight_ps20b_Dynamic_Index(  )
	{
		m_nPIXELFOGTYPE = 0;
		m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
		m_bPIXELFOGTYPE = false;
		m_bFLASHLIGHTSHADOWS = false;
#endif	// _DEBUG
	}

	int GetIndex() const
	{
		Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS );
		return ( 1 * m_nPIXELFOGTYPE ) + ( 3 * m_nFLASHLIGHTSHADOWS ) + 0;
	}
};

#define shaderDynamicTest_teeth_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS

